From Rules: The Space Travel Hazards game was developed to help reinforce knowledge of space travel and some of the potential hazards associated with space travel. The object is to get from Earth to Mars and back along one of two pathways to accomplish a successful mission. Along the way, teams acquire Radiation Points (RPs) that are detrimental to the...
Space War is a strategic space conflict game. The 2-4 players each start with a single home planet and must accumulate resources to build ships, capture additional planets (obtaining more resources), and eventually conquer the other players' home planets. There are three types of ships that can be built, plus immobile (but transportable) star bases....
Despite the name, The Space War Campaign Game devotes more than half of its length to rules for tactical space combat. These rules, which are designed for use with spaceship miniatures on a tabletop, use written orders. The system is fairly detailed, with rules for several different types of weapons, tractor beams, tanks firing from planetary surfaces...
User Summary A simple tactical hex-and-counter game of small-scale boarding actions in space. The counters represent individual combatants (referred to as "characters" in the rules). There can be up to twenty boarding and twenty defending characters. Each character is individually rated in four categories: Wounds, Offensive Class, Armor, and Weapons. The...
In the roll-and-write, route-building game Space Worm, 2-6 players navigate the fruity void of space with their leviathan cosmic serpents, eating planets whole and collecting space fruit along the way. To set up Space Worm, each player rolls two dice and starts their worm on the planet matching the sum rolled. Each round, a player rolls the eight colored...
Special Forces recreates small infantry actions of section strength (8 to 10 men) in all theaters of war using 25mm figures and vehicles. The use of artillery, mortars and ground attack aircraft have been excluded, however helicopters have been covered. Data tables for most weapons and AFV's used in modern combat have been included. The game also covers a...
In Speechless, players form teams and attempt to guess what word or phrase one of their team mates is drawing. Players take turns to move around the board based on the results of a die roll. On landing on a space, the nominated artist draws one card and starts sketching the category of word or phrase that is coded to the color of the space landed on. The...
In Speed Circuit, each player takes control of a Formula 1 racecar zipping around the tracks. Each person then distributes a number of points to Start Speed, Top Speed, Wear and other attributes, five points per lap. Then, each player moves based on their speed, and can adjust their speed, choosing to forfeit a Wear Point, or roll the Chance Die, where a...
From the rule book: "Spell-a-Word is a crossword dice game The object of the game is to build words and run up the highest point total before time runs out. The Winner is the player with the highest score after 6 rounds of play." The letter-dice are rolled, and arranged so all players can see the letters and their scores clearly. The egg timer is started...
A solo game where you must successfully harness the energy of the elements to casts spells. This is a solo roll and write that takes up to 15 minutes to play. Using dice you get values that correspond to markings on a spell sheet that is set in a circle, you connect those points and attempt to trap the element within and make specific patterns with the...
Two rival Warlocks duel for the trophy of Best Wizard in the Realm. Choose your element (fire or ice), rise your wand (a pen of different color for each player) and get ready to bring your opponent down. On a grid (20 squares long for 19 squares wide), the two middle rows a greyed out and are considered a neutral area (no one can build anything there) but...